Difference between revisions of "Dynamic Real-Time Meshing of Point Clouds"
From Immersive Visualization Lab Wiki
(→Spring 2011 Tasks) |
(→Spring 2011 Tasks) |
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Goals for end of Spring 2011 | Goals for end of Spring 2011 | ||
*Modify algorithm to compress the VBO to manageable size | *Modify algorithm to compress the VBO to manageable size | ||
− | *Add support for interpolation of | + | *Add support for interpolation of additional voxel data (colors, normals, texture coordinates) on mesh vertices |
− | *Add support for normals input, | + | *Add support for normals input, and delete triangles facing away from the input normals |
− | and delete triangles facing away from the input normals | + | *Add support for texture coordinates and textures. |
− | *Add support for texture coordinates and | + | |
*Use a shader program to lookup texture array and blend between textures based on pre-computed weights | *Use a shader program to lookup texture array and blend between textures based on pre-computed weights |
Revision as of 21:07, 21 April 2011
Spring 2011 Tasks
Work done Spring 2011
- Compiled and ran CUDA Marching Cubes example from SDK
- Modified the existing code to handle our own custom dataset
- Successful in dividing a dataset into 8 parts, running the meshing algorithm
on each part separately and connecting them together.
- Created an interface for the user to input data
Goals for end of Spring 2011
- Modify algorithm to compress the VBO to manageable size
- Add support for interpolation of additional voxel data (colors, normals, texture coordinates) on mesh vertices
- Add support for normals input, and delete triangles facing away from the input normals
- Add support for texture coordinates and textures.
- Use a shader program to lookup texture array and blend between textures based on pre-computed weights